Mustard Jelly

This creature appears to be a yellowish-brown amoeba.
 

Mustard Jelly (CR 7)

Large Ooze
Alignment: Neutral
Initiative: +0
Senses: Blindsight 60 feet; Perception +19
Aura: poison aura (10 feet, DC 21)
  Speed: 30 feet
Space: 10 feet
 

Defense

Armor Class: 17, touch 9, flat-footed 17 (+8 natural, -1 size)
Hit Points: 105 (10d8+60)
Saving Throws: Fort +9, Ref +3, Will +3
divide, energy absorption
Damage Reduction: 5/magic
Immunity: gaze attacks, paralysis, poison, polymorph, sleep, stunning, visual effects
Energy Resistance: cold 10
Spell Resistance: 18
 

Offense

Melee: slam +9 (2d4+3 plus 1d4 acid)
Reach: 5 feet
  Special Attacks: acid, Constrict (2d4+3 plus 1d4 acid)
 

Statistics

StrDexConIntWisCha
15 (+2) 10 (+0) 22 (+6) 10 (+0) 10 (+0) 10 (+0)
Base Attack Bonus: +7
CMB +10
CMD 20 (can't be tripped)
  Feats: Cleave, Skill Focus (Perception), Vital Strike, Weapon Focus (slam)
  Skills: Perception +19, Stealth +9
  Languages:
 

Special Abilities

Acid (Ex)

A mustard jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.

Divide (Ex)

A mustard jelly can, as a standard action, split itself into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot divide itself. When divided, each jelly moves faster than the original (base speed 40 feet per round).

Energy Absorption (Ex)

A mustard jelly is immune to electrical effects and magic missiles. If targeted by an electricity effect (including area effects) or a magic missile spell, the mustard jelly gains temporary hit points equal to the amount of damage it would have otherwise sustained. These temporary hit points last for 1 hour.

Poison Aura (Ex)

The mustard jelly exudes an aura of poison in a 10-foot radius centered on it that slows (as the slow spell) any creature in the area as long as it remains in the area and for 1d4 rounds afterward if it fails a DC 21 Fortitude save. A new save must be made each round a creature is within 10 feet of the mustard jelly. The save DC is Constitution-based.
 

Ecology

Environment: Temperate Marshes
Organization: solitary
Treasure: none

  Mustard jelly appears to be a yellowish-brown form of the ochre jelly and is thought to be a distant relative of said creature. However, the mustard jelly is far more dangerous than its supposed relative because it is intelligent. The mustard jelly gives off a faint odor of mustard plants to a range of 20 feet. Though it possesses intelligence, a mustard jelly cannot speak.
  A mustard jelly attacks by forming a pseudopod from its body and either slashing or enveloping its foes. Mustard jellies prefer to attack from ambush or where they have the upper hand on an opponent. If combat goes against a mustard jelly, it does not hesitate to flee, though often it uses this tactic to lure unsuspecting foes in closer. A mustard jelly's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  Credit The Mustard Jelly originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
  Copyright Notice Author Scott Greene, based on original material by Gary Gygax.

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